Jump Freighter Invention Decryptor Statistics

As my hulking Charon docked in a quiet Amarr outpost, I started to organize the incoming shipment of minerals, PVP goods, and invention items.

I was getting ready to start the invention jobs for two more Anshar BPCs, but then I realized I had forgot something.

Damn, I forgot to buy the decryptors.

The use of decryptors on invention jobs for large-ticket items such as Jump Freighters, Marauders, and Black Ops is almost mandatory if you want to have high profit margins.

I’ve found that using Collision Measurements is the best type for Jump Freighter invention. Here is the breakdown on how the use of decryptors affects the end profitability of building a Jump Freighter with 4-4-4 skills.

Over the course of the past few months, I’ve built up a small collection of Anshar -1/-1 BPCs for a rainy day. Owning the BPO for the Obelisk, the Capital part components for the freighter, and the Advanced Capital Construction Component Blueprints greatly improves the final profit.

If you want to know more detailed information on the build process, read the Building a Jump Freighter post.


Carrier Runs 1-4

The Carrier building venture has turned out to be quite profitable for the first run of 1x each of the racial Carriers.

Purchases

Material Purchases 4,300,785,192.70
Manufacturing Costs 948,074.70

Sales

1,500,000,000.00 Archon
1,500,000,000.00 Thanatos
1,350,000,000.00 Chimera
1,250,000,000.00 Nidhoggur
Totals 5,600,000,000.00

Profit +1,298,266,732.6

Runs 5-8 are currently being built.

Parts for runs 9-12 are nearly ready.

I’m going to have to get another set of racial Carrier BPOs to help feed production lines as we are currently idle while we wait for the Carrier BPOs to come out of manufacturing.


The Mittani Grew the Eve Community

I leave for a week on vacation and the bloggers have a meltdown? Take a deep breath, relax, and let it all happen.

This post is a direct response to Rixx Javix’s post The Mittani Killed the Eve Community on Eveoganda.

In the last two years the number of active Eve Blogs has dropped from about 300 to about 100.
Rixx Javix

I would argue that this trimming of the fat is a good thing for the community. Blogs with an unfocused voice, lackluster content, or passion have been reduced. The amount of noise has been reduced and the true pearls of the group have been formed(1).

You go to Jester’s Trek if you need up-to-date commentary on anything happening in the community, The Altruist for PVP and ship analysis, or Ardent Defender for industry and production details — there are many, many more core blogs so don’t feel alarmed if you were left out. These are a sampling of the top tier ones to serve as examples.

The powerhouse blogs are going to remain standing and themittani.com is going to do nothing but grow the power of the community; I said ‘power’ because I expect the blog count to get reduced.

The outlet that themitanni.com has created is a collection of well written stream from various authors. Content creators that lacked an established site can now contribute to a known, powerful brand. Readers can go to one consolidated source in addition to the established blogs.

1. On vacation I visited a pearl farm in Vietnam. The local guide told me it takes 5-6 years to form a viable pearl with a 10% success rate of perfection (nice sphere, unified color). I’ll equate a 10% perfect success rate to the 300 or so blogs that Rixx estimates were out there to what we are now seeing in the community.


Optimal Carrier Blueprint Ratios

Carriers use a lot of Drone bays, especially the mighty Thanatos. This large requirement leads to a bottleneck in production so I wanted to know the optimal number of Drone Bay blueprints needed to remove this problem.

Using a ME2 Thanatos BPO, I found the optimal ratio of blueprints needed to complete the construction of Capital parts needed for one carrier in around 5.9 days.

Having 6 Carrier Drone blueprints removes the Drone Bay bottleneck and pushes that problem onto 3 other components. I started to adjust the other components to shift the bottleneck around, but it just seems to increase the same radio of problematic blueprints. From my work it seems that the 1:6 Drone ratio is the simplest ratio.


Carrier Production Using Compression

Jump capable ships have a fairly easy production workflow; common minerals are made into capital components that then get combined into the ship hull. There is no invention process, no reliance on moon reactants, or even a multistage reaction process like Tech3 hull/subsystem production.

The con to the production process is that there is a high barrier of entry and a ISK sink into blueprints. I estimate that I moved around 30 B into BPOs and starter minerals to begin producing the 4 racial carriers.

My first stage is to start up Carrier production, which is coming along nicely. Carrier blueprints have been purchased, researched Tech 1 module blueprints that are mineral compression friendly were bought on contracts, a highsec compression office was rented, and a cyno chain to the production system was mapped out.

The second stage of the  plan is to eventually expand into Dreadnought production, which require a few more Capital Component BPOs. Once I start to sell Carrier hulls and Capital modules, I’ll move more ISK into blueprints for these heavy hitters.

The initial purchase was for a researched set (ME 100/PE 20) of every Carrier Capital Component, 4 Racial Carriers, Fighters, and Capital Module BPOs.

Using the magic of mineral compression, I transported 206,500 m3 of modules and produced 1,608,535 m3 of minerals after the refine process. The modules’ volume was only 12.8% of the expanded mineral size.

Here’s a screenshot of my Industry Dashboard that I built in my Wallet Manager program to help keep track of all the different jobs bring run by different characters in various locations.

This pane helps keeps a nice overview of the manufacturing and research process, which I can bring up on a computer, mobile, or even a tablet device.